Please note that THIS IS A BUILD OF THE MOD THAT IS A EARLY WORK-IN-PROGRESS. Things such as the Episode 2 backgrounds, the HUD showing up in map backgrounds, and more bugs should be fixed over the course of FIREFIGHT RELOADED's development. However, this is a version of the mod that is in a almost bug-less playable state, which is a REALLY good thing. If you want more information, look here: http://steamcommunity.com/groups/FFTOG/discussions/0/617319460977862742/

That is one of the current focuses for FIREFIGHT RELOADED (along with gameplay) as of right now is to make it customizable on an options level and a scripting level (especially since I want to add custom weapons to the game later on).

Here are the current functions for FIREFIGHT RELOADED as of the current version:

This picture was taken inside of weapon_smg1.txt.

BuiltRightHanded and AllowFlipping are both CS viewmodel options, however they can be used n HL2-styled models as well.

MagazineStyledReloads is a reload system seen in Battlefield 2 and other games. Basically it is a more realistic reloading system. However, it requires a ConVar to be activated before use (weapon_magazinestyledreloads which can be toggled in the ADVANCED OPTIONS menu). This will not work with shotguns at this point in time.

UseMuzzleSmoke enables or disables a L4D-styled muzzle smoke effect after firing the weapon. Don't use this if you weapon does not fire bullets.

useironsights enables or disables ironsighting on a weapon.

LowerWeapon enables or disables lowering down the weapon while sprinting. Again, it requires a ConVar to be activated before use (viewmodel_lower_on_sprint, which can be enabled or disabled in the ADVANCED OPTIONS menu)

The IronSight stuff is like SMOD's only there isn't a AdjustAccuracy thing yet.

Onto updates, there is a new difficulty system I have added into the game. It is like HL2's difficulty system, but it allows for me to add in more difficulty levels, something HL2 doesn't allow you to do. Along with this, the game has 2 more difficulty levels: Very Hard and NIGHTMARE. Both difficulties are MUCH harder than the "Hard" difficulty, especially NIGHTMARE.

Also, the "skill" ConVar is no longer used for the difficulty system. The game now uses the "g_skill" ConVar (0 = easy, 1 = normal, 2 = hard, etc.).

And that's it for updates as of right now for FIREFIGHT RELOADED. Stay tuned for more updates!

Say you want to make each shot and each reload count? In CS you can reload anytime you feel like. Some bullets will be deducted and that is all. However, in real life, you will not start to load the half-empty mag, you pull out a new one, and toss the used one. This system can be found in BF2, and some other games.

So you ditch what's left in the mag. Neat. Any chance you could make it have 1 more round total if the mag wasn't empty? You know, like one left in the chamber.

I'll think about that.

Anyways, here's a small media update:

THE NEW HUD!

You guys might have seen a little bit of it in the video, but this is the finished HUD for FIREFIGHT RELOADED. Along with this, you can move the ammo icons independently from the labels. In normal Half-Life 2, you couldn't use that functionality and the icons would move WITH the labels. I do plan on making some additions, like blue text (and a kill counter) to the HUD soon.

Also, I have added achievements to the mod. The achievements save globally, so you can have 1 half of a achievement done, then you can go back and finish it.